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[Game On] Dawn of War II: Retribution - Buying DLC for the Greater Good

Dawn of War II is a tactical cover-based real-time strategy game with an RPG-like campaign set in the grim&dark Warhammer 40,000 universe.
Level up your commanders, unlock new abilities, and find new wargear to customize your army to match the way you want to play.
Retribution adds the ability to build units during the campaign, which you purchase through resources. These 'new' mechanics will be mostly familiar to those who played our multiplayer or any other RTS game ever made.

Play with all 6 factions in either the single-player (or 2 player co-op) campaign, multiplayer campaign (team or free-for-all) or the co-op Last Stand mode.

a.) Sentinel is a little too effective, and seems unkillable T1 unless they screw up somehow. Think it's the result of being, well, a T1 Vehicle in most of the ways that matter: not a squad meaning that that you don't spend req/power to reinforce, just time; immune to suppression (though running straight into a setup team that's firing at it is one of those ways to screw up I talked about.) Compond with it's speed, it's 330 req that can mess with most infantry with it's stomp that you never have to spend another point on (short of upgrades) unless you lose it.

b.) Commanders seem to be the only reliable anti-vehicle when you get to T2. This is admitingly thanks to how lackluster Storm Troopers feel (admitingly, haven't tried the Heavy Weapon Squad Lascannon, but I suppect that it preforms similar to the others); never seem to be able to get them close enough with thier meltas and bombs on anyone paying attention to be effective, which pretty much leave the Commander's Anti-tank weapon (Lord General's Melta, Commisar Lord's Power fist, and the Inquisitor's non-crossbow pistol)... which isn't much of an alternative, but at least it's only 250 req to replace them

c.) Leman Russ is crazy expensive for what you get. Which is something between a looted tank and an unupgraded predator in survivablity. It does seem to be one of the fastest tanks there (one was able to keep away from the abovementioned Stormtroopers just by running) and the firepower is good, but not enough to justfiy this 600/200 cost, especially since...

d.) Baneblades are frakking nuts. The Battlewagon are only marginaly better than looted tanks in terms of destructive potential (outside of abilities) and might need to be looked at for the oppisite reason. The Land Raider is awesome for what it is (a moblie command center) and it's shortcommings in Anti-Vehicle are just enough to not seem unstopable without being a weaksause weakness. The Baneblade however has a main cannon ability that 1-shots unupgraded looted tanks, and a AoE that is a massive deterent to infantry assults, particulary if it decimates (modern use, not original meaning) the infantry it hits. Even if that doesn't drive you away, it takes a extremely long time or massive amount of AV to take down.

Pretty sure we have a popcap bug. I was at 75 popcap with a chimera, the lord commander, two squads of guardsmen and a manicore.

That doesnt seem right.

I was all... "Okay... baneblade time... bwaaah?"

It is a bug... in that the base turrets were costing popcap. combined the fact most of the new maps have 3 of them and now your down 15 points before makng anyhing. You can read it here. They are about ready to patch it, if they haven't already...

Pancake are you rejoining us for the expansion to play your eldar space fairies

Does anybody know if there's a way I can download the beta without using the steam downloader? My steam refuses to download at over 10 kb/s at the moment, and it's not something I can fix (it's a generalised problem in the SEA area apaprently).

Guard upkeep is such murder. I figured that was probably one of the weaknesses of the faction but...

It's good to play some DoW again.

I'm still out on the sentinel. Properly mirco'd it can be a nightmare to take down. Decapping is very powerful, due to the way that manpowers build up to their maximum potential over time. Their natural speed and agility makes them very powerful harassment. I imagine IG will be a nightmare to face in 1v1s.

IG Tier 2 is pretty bad though. Reminds me of old Ork T2. Chimeras are the only thing that seems really good to pick up, and a must have. Ogyrns are wonderful, but they might suffer from old Nob syndrome: expensive and powerful. Their speed makes them hard to control though.

I wonder what the Guardsman flashlight damage is against heavy armour.

They seemed very strong against any TSM squads I sent against them. Though it may be just because IG seems to like blobbing, which is tough for SM to take out until they can afford to field some ASM and Devs along with their TSM.

I haven't done it yet, but apparently when you put the Commissar Lord in a Chimera...

picture!

He says it!

I was pretty surprised myself. I was playing around earlier and I had to stop and laugh when I heard that.

I wish the commissar and the general were swapped. I love the commissar so much but the general is just way more useful in every way.

That is pretty cool though. IG also go "It's dangerous to go alone! Take this!" when you upgrade them. So many references in this expansion.

All in all I like the IG but they seem so useless against space marines and eldar. Nothing they have does a damn thing till t2 and by then it's far too late. If the catchan dudes weren't so expensive then maybe..

IG seems like it will be beastly for people who are good at micro-managing; Sadly I am not one of those people. It does have some really unique stuff in there which makes me cross my fingers for at least one more DoWII expansion...I need my Tau!

Beta 3.3 fixes

* The Lord Commissar’s Inspire Terror no longer instantly kills squad members. It now does 300 damage to an entity. Tooltip revised.
* Imperial Guard base turrets no longer contribute 5 population to the upkeep of the IG army
* Fixed an issue that could cause users to be awarded 3000 skill rating after a single game

Darn it, purely from a "oooh cool!" perspective I like the current Inspire Terror.
Oh hot damn, I might just fall for IG after all. I've enjoyed the few games I've played with them against the PC but felt there population was all kinds of limiting.

so far vs the imperial guard my ork strategies seem to be either a. die or, if i'm extremely crafty b. run around a little bit then die

Build shootas, not sluggas, get bigshootas fast.

The sentinal is a very strong early game melee counter.

I dunno about that ig aren't good at all in melee so if you get them in they are pretty much boned with out the more expensive units. A couple sentinels aren't enough to stop a melee assault with the single ability they have.

Got my beta key today! Played only one skirmish game against Easy AI (as while I own DoW2 and CR, I've never played competitively online), and really enjoyed it! My mindset is so used to Starcraft that I have to get the whole "macro is 400% more important than micro" mentality in check

Faster than any melee unit by far, pretty resistant to anything but focused fire, and their stun-stomp does great damage and incredible disruption.

A couple sentinels could take on a huge number of boys.

Well the problem is that if you have other units then they will get swarmed while the sentinel runs around. It's a real pain with the guardians since there are so many of them that they get bogged down trying to get away from melee units before they close in.

I've gotta disagree. Not many tier one units have the durability to survive a 3-4 second stun. That slugga squad only has as much health as you do, probably less.

Space marines can kite orks pretty well with micro, guardsmen can do the same with greater firepower and control right out the door. Just start running early and have the sentinel pull the weight. They'll break off to the sentinel. Stomp. Guardsmen start shooting from safe distance against stunned troops. If they don't break off, the sentinel will pick the enemy apart with their multi-laser. Throw a flamer, commander wargear, the spices of life as you see fit.

Really good counter. Even units will speed boosts, like banshees, can be stunned during their speed boost so the guardsmen can make easy distance.

edit: I might be wrong, but the sentinel stomp might do damage as well. It feels like it!

Faster than any melee unit by far, pretty resistant to anything but focused fire, and their stun-stomp does great damage and incredible disruption.

A couple sentinels could take on a huge number of boys.

Exactly. Melee counter does not equal good in melee.

The way to deal with sents is basic ranged troops. They don't preform nearly as well in a stand up shootout, and theres no retreat button to escape if they get low on health. They're a very good unit, but you have to watch them like a hawk. One of those units which will be an amazing pain in the ass or garbage, depending on the skill of the player controlling them.

So far IG seem pretty cool. No bloodcrusher chaosy bullshit imbalance here, though this is just at first glance. Catachans look to be a powerful unit, I will have to look into their melee damage more significantly tomorrow to make a call on them. Ogryn look to be seriously expensive, will have to look at them and see if they're worth buying.

Oh and the avatars got buffed to fuck. His line o death ability has become a gigantic trangle of death. Autarch also looks very strong.

Argh, laptop just rebooted now while playing - probably from overheating. Sometimes freezes a bit when I give move orders too fast too, think I'll have to wait a bit until i get back home and can play on the desktop to give 3v3 online a go.

Lord general is fun buff stuff, as is the sentinel and expensive catachans.